Navelgazer
King
- Joined
- Jul 4, 2012
- Messages
- 992
What works for you about the Religion Game in Civ VI (or in previous iterations of Civ)? What doesn’t? Looking into the (possibly distant) future for Civ7, what would an ideal Religion game look like to you?
As somebody who prefers faith-based games of Civ, I’ve been thinking over this quite a bit, while I prefer the Civ6 Religion mechanics to those in previous titles, there’s room for improvement in Strategic Depth, Historical Feel, and for lack of a better word, Unpredictability.
By Historical Feel, I mean that dictating tenets of faith top-down, and spreading those tenets through missionaries and apostles, never feels quite flavorful to me. Spain and Byzantium spreading their chosen religions via the Sword is a lot closer (meanwhile Poland’s culture-bomb conversion has never felt like anything but an odd game mechanic to me, but opinions may vary.)
Throughout history, of course, religion, like language, has rarely been constructed by those in power and then handed down, but more usually an adaptation of beliefs and myths and cultural values that wise and clever leaders can use as a tool, while foolish leaders can be overrun by it. Reformation comes from Schisms, not from a Ruler saying “we all believe this now on top of the previous stuff.” Etc. This is what I’d like to see reflected in the religion system in a new iteration.
Picture creating a pantheon much like you do in Civ6 – likely but not necessarily based on the land, or what you’re already doing in the early game. Then, when you earn a Great Prophet and found a proper Religion, the set of tenet choices available to you is based on what you’ve been doing so far – instead of determining a belief system for your people based on long-term goals, you’re in effect codifying their culture and activities into the Divine.
Finally, reformation wouldn’t come from building enough temples and/or researching the proper civic, but from spreading your religion widely enough that you start to receive rebellions or schisms in the cities following the religion you’ve founded. I picture this being random (not unlike natural disasters in Civ 6, and possibly with a sliding setting of likelihood as well) with greater likelihood from geographic distance from the holy city, total population in the city, and presence of other religions in the city.
So what would happen in a Schism? I picture getting an alert (obviously) where the city basically proposes an addition or change of a tenet of your religion. You can decide to accept this change (it may very well work for you, and other ways of choosing religious tenets will be slim), causing some unhappiness throughout the rest of your religious empire for some amount of turns (similar to anarchy in Civ4) or you can send in an Inquisitor to quell the heretics (Yay for more use for Inquisitors!) or you can ignore it, but that’ll decrease loyalty and make the city more susceptible to other religions until the matter is addressed.
That’s if it’s in your own political empire of course. Schisms in cities following your religion outside of your empire would be handled a little differently – you can still send in your inquisitors to quell the heresy, but other civs will be able to close their borders to your religious units, and can take the opportunity to found a New Religion out of the tenets of the Schism if they haven’t already founded one. Doing so would create a casus belli, as would sending in religious units against the other civ’s wishes.
The goal of this would be to not only create a more organic feeling religion game, but to make the choices involved be more in response to immediate situations, and interact more fluidly with other mechanics in the game.
Having pitched my own vision, I return to the original question – what currently works for you, what doesn’t, and what would you like to see in the future?
As somebody who prefers faith-based games of Civ, I’ve been thinking over this quite a bit, while I prefer the Civ6 Religion mechanics to those in previous titles, there’s room for improvement in Strategic Depth, Historical Feel, and for lack of a better word, Unpredictability.
By Historical Feel, I mean that dictating tenets of faith top-down, and spreading those tenets through missionaries and apostles, never feels quite flavorful to me. Spain and Byzantium spreading their chosen religions via the Sword is a lot closer (meanwhile Poland’s culture-bomb conversion has never felt like anything but an odd game mechanic to me, but opinions may vary.)
Throughout history, of course, religion, like language, has rarely been constructed by those in power and then handed down, but more usually an adaptation of beliefs and myths and cultural values that wise and clever leaders can use as a tool, while foolish leaders can be overrun by it. Reformation comes from Schisms, not from a Ruler saying “we all believe this now on top of the previous stuff.” Etc. This is what I’d like to see reflected in the religion system in a new iteration.
Picture creating a pantheon much like you do in Civ6 – likely but not necessarily based on the land, or what you’re already doing in the early game. Then, when you earn a Great Prophet and found a proper Religion, the set of tenet choices available to you is based on what you’ve been doing so far – instead of determining a belief system for your people based on long-term goals, you’re in effect codifying their culture and activities into the Divine.
Finally, reformation wouldn’t come from building enough temples and/or researching the proper civic, but from spreading your religion widely enough that you start to receive rebellions or schisms in the cities following the religion you’ve founded. I picture this being random (not unlike natural disasters in Civ 6, and possibly with a sliding setting of likelihood as well) with greater likelihood from geographic distance from the holy city, total population in the city, and presence of other religions in the city.
So what would happen in a Schism? I picture getting an alert (obviously) where the city basically proposes an addition or change of a tenet of your religion. You can decide to accept this change (it may very well work for you, and other ways of choosing religious tenets will be slim), causing some unhappiness throughout the rest of your religious empire for some amount of turns (similar to anarchy in Civ4) or you can send in an Inquisitor to quell the heretics (Yay for more use for Inquisitors!) or you can ignore it, but that’ll decrease loyalty and make the city more susceptible to other religions until the matter is addressed.
That’s if it’s in your own political empire of course. Schisms in cities following your religion outside of your empire would be handled a little differently – you can still send in your inquisitors to quell the heresy, but other civs will be able to close their borders to your religious units, and can take the opportunity to found a New Religion out of the tenets of the Schism if they haven’t already founded one. Doing so would create a casus belli, as would sending in religious units against the other civ’s wishes.
The goal of this would be to not only create a more organic feeling religion game, but to make the choices involved be more in response to immediate situations, and interact more fluidly with other mechanics in the game.
Having pitched my own vision, I return to the original question – what currently works for you, what doesn’t, and what would you like to see in the future?